That's really dumb that there's an age limit. I reckon that if you showed your work ra4king then they'd let you join in. I think that they just want to avoid having young kids joining who only know how to play games and can't program. You're actually talented and clever so I'm sure they'd love to have you on board.

Tonight in Sydney there's a pre-GGJ meet-up at a pub in newtown. Should be funny since everybody has to wear different colours to indicate their skillset :

That's really dumb that there's an age limit. I reckon that if you showed your work ra4king then they'd let you join in. I think that they just want to avoid having young kids joining who only know how to play games and can't program. You're actually talented and clever so I'm sure they'd love to have you on board.

That's really dumb that there's an age limit. I reckon that if you showed your work ra4king then they'd let you join in. I think that they just want to avoid having young kids joining who only know how to play games and can't program. You're actually talented and clever so I'm sure they'd love to have you on board.

Hehe true, nowdays kids jumping higher than monkey. Age doesn't conclude anything. Btw ra4king, I don't doubt your skill and SEE you everyday here (fortunately not on twitter), why don't you make another game? just still find 3 on your site.

I'm hoping that's just because the applet cached itself and you're still using the old version... You can clear the cache in the java console (delete files) by opening up the java menu in the control panel.

You can't out run it but if you duck under a 'tree' (the big green polygon) then the eagle can't see you or cross the tree.

It's a pretty bad game. But thanks for trying it guys.

We were a 2-person team, both programmers. We were supposed to use the 2D vector drawing program 'inkscape' to draw polygons over nice image backgrounds. The image back ground would be shown in the game, and the polygons would be used for path-finding and hit-testing etc but would not be displayed...

But it turned out that getting the polygon data out of the inkscape SVG file was more difficult than expected since the polygons had transformations applied, and the transformations were complex too since they cascade in the xml file, so the polygon (or path) could have a translation matrix applied, and so could its parent group, etc. I couldn't work it out within the time limit. This meant that our grpahics ended up being polygons with no nice back ground images.

Our animal graphics were pretty bad to, they were literally photos of hand-drawn art, haha. But i thought that was funny.

The next time i do a game jam where there's limited time, i'm going to get a prototype out ASAP know my tools better, and not rely on anything I've never tried before, like inkscape and SVG files.

But it was a fun weekend. I met some cool people, including the guy who made fruit ninja (http://www.halfbrick.com/our-games/) who was one of the judges, two devs from google who worked on chrome browser and did a cool html5 game, and lots of other really interesting guys who were really into games programming.

One funny thing was that there was the 'Sydney Gamers League' going on in the hall next door and they were really loud. Playing games like League of Legends and shoot em ups. Whenever the gamers would howl or curse loudly the game jammers/programmers would parody them by yelling out something dumb. It was funny since they're the end-user, the audience, but the programmers looked down on them.

In terms of tech, most devs were using unity. At least half of the 30 devs were using it. I was really surprised. I talked to them about it and watched them use it and saw that it was really a graphical programming platform with lots of menus and stuff. No code. I asked them if it was frustrating that they couldn't see the code behind it and get down to business but many said that they loved the fact that they didn't have to see any code. I guess they must be designers more than programmers. There were a one or two teams who used C++, one or two using C#, about 5 teams using adobe flash/flex/air (not sure which). Our team were the only java guys. It was actually impressive what the unity teams were able to come up with. 3D and 2D games can be churned out quite quickly with their platform.

Interestingly, when it came time to demo their games it was only the flash guys who could just jump on the computer on the stage and play their game. Everyone else (esp unity guys) had to bring their own laptop to the stage so deploying unity mustn't be easy.

Our game was obviously pretty bad so the judges didn't have much to say about it, but at least we finished which is more than some other teams managed. There was pone team of 8 C++ guys and I don't think they got anything to the demo stage. That would have been a nightmare to try and organise a team that big. There were about 6 or 7 one-man teams too.

I don't remember the exact jar that caused this timeout, but I remember it had "batik-ext" in it.After I let it sit for about 5 minutes, the applet went gray and a million exceptions were being thrown continuously in the console :S

The webstart opens immediately but still gets stuck on the "Loading" screen with that same exception I posted.

I asked them if it was frustrating that they couldn't see the code behind it and get down to business but many said that they loved the fact that they didn't have to see any code. I guess they must be designers more than programmers.

I used a gameengine (for a too) long. Still I had access to the code at all times.When only using prefab functionalieties you can get easily stuck in "feature/update dependancy".

Though making impressive results is much qicker, when making something more than a staged/pretty scene, the saved timecan be lost when searching, tweaking and working around the provided engine functions, to make an actual game.-> especilly if the gamemechanics are not "standard".Witch access to the code at all times, many problem dont even come up.

An engine like unity is nice for beginners to get something done quickly,or when having a larger team with specialist-skills to use the engine effectively.(eG, Artists and designer can use a well designed gui and WYSIWYG editor, instead of XMLs or selfmade editors, while programmers know howto write the fitting scripts)

That's one reason why it's great to use open source libraries. If there's a problem with the standard way it's supposed to be used, I can sometimes dive into the code and pull out the feature I want and tweak it just right. It also avoids importing all the bloat that comes with the library.

It was built between me and my brother. We are pretty happy with the results, especially that we got it so polished.

It played well for 2 rounds, but on the third I got a message saying: "INDEX_SIZE_ERRINDEX_SIZE_ERR: DOM Exception 1"The instructions fled by too fast for me to read too. But the graphics looked nice and it loaded really really fast with no plugin which is amazing!

I keep on getting "LoadLibrary failed with error 998. Invalid access to memory location." I get that when I try it with webstart and with the jar file. It happens to me with most lwjgl games, except for the gears demo applet on the lwjgl site... EDIT: I updated my ATI radeon drivers and now it works. Sweet game, it's actually fun! I lioke how the copies of you hang around and help/hinder.The art really works, it all fits. Nice job.

The one I worked for: Flying Kabuki Planets You control a spider and navigate through a network of self containing spheres/planets. You can shoot other players/spiders to get "points". We aimed for the kiloplayer achievement, but I think we really have to optimize the game protocol and implement multiserver serving to make this really possible.client -> Ruby (+ http://www.libgosu.org) [<- Google Protobuf ->] very simple server -> Java (+ http://www.netty.io)Since it was a collaboration we used Java only for the server...

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